With the alpha released, I though I'ld take some time to mention some of the things I've been working on since my last journal entry.

Obviously I have spent some time working through all the quirks and issues relating to releasing a mod. This included creating a launcher for running Nightblade that could update the user's UTEngine.ini with the necessary settings. I made sure to test the launcher on XP (I developed it on Vista) and fixed a few problems this revealed.

I focused some effort on working on the Thievery -> UT3 map converter, adding in ambient sound and music conversion, filling out tables of information necessary to convert the various actors from UT to UT3.

I implemented the respawn systems, with Thieves drawing from a lives pool and Guards possessing AI, in much the same way as thievery.

Recently I've been working on various aspects related to Gullonefox's guard model and fixing issues with Guards waking up after being KOed.

With the alpha released, I though I'ld take some time to mention some of the things I've been working on since my last journal entry.

Obviously I have spent some time working through all the quirks and issues relating to releasing a mod. This included creating a launcher for running Nightblade that could update the user's UTEngine.ini with the necessary settings. I made sure to test the launcher on XP (I developed it on Vista) and fixed a few problems this revealed.

I focused some effort on working on the Thievery -> UT3 map converter, adding in ambient sound and music conversion, filling out tables of information necessary to convert the various actors from UT to UT3.

I implemented the respawn systems, with Thieves drawing from a lives pool and Guards possessing AI, in much the same way as thievery.

Recently I've been working on various aspects related to Gullonefox's guard model and fixing issues with Guards waking up after being KOed.

And Gullonefox will be busy re-animating the guard and getting normal maps to work - may even add custom armours and wears, who knows. Anyone for Female guards and civillians?

I'm not sure about civilians. I think what greatly contributed to the cold and lonely atmosphere of Thievery was the fact that all the town's folk were either absent or fast asleep in their locked houses.

Though of course there are some exceptions to this that can contribute effectively to the atmosphere, such as the late-night drinkers in Bourgeois, tucked away in the corner of the map. The feeling of lonely melancholy returns immediately as the player leaves their cheerful presence...their gossiping voices draining away into the night as the warm light of the inn shines through the windows in the darkness only very dimly.

*ahem* so I think civilians should be used sparingly if only to contribute to this type of ambience.

I think allowing players to customize their Thief/Guard counterparts is an excellent idea. Creating a unique persona appears to be very popular with online games today.

The only thing I would suggest is that colour schemes be congruent with the mood of the game. For example if there were a choice of different coloured cloaks, they should all have a dark, dusky colour tone. For example, dark yellow or dark green only, rather than bright green or bright yellow. Different coloured beards, moustaches, eye patches and other facial features would also be great.

I kinda like the idea of many kinds of NPCs.. I kinda liked Thief3 in that there were "late nighters" that were up to no good themselves (having affairs, gossiping about towns' officials. I definitely agree that there should be drunks.. and the occasional girl walking around a map like flats that can scream and run to attract attention.

Civilians / NPCs (done appropriately) of course can add layers of depth to gameplay in fairly obvious ways. The problem is having the art resources to do the various models and skins, as with everything.

When we were doing Thievery first a large consideration was AI processes taking up too much CPU time. (The average CPU was well under 1GHZ!). Nowadays this is not so much a problem.

I foresee the guard team taking all civilians hostage and hiding them in a room to prevent thieves from robbing them. Or maybe if the civilians have some place to go, the guards could escort them home. Might make a good objective for the guards to walk citizens home at night, as it could give them points and titles like "Sharpshooter", "Good Samaritan", as well as prevent thieves from scoring the loot. But at a price as that removes guards from the main loot. Would keep the guards busy at least and balance guarding on the loot.

Wonder if this could probably done at the map level with kismet. Just script NPCs to walk in and out of buildings at random with loot on them.. If guards see them then they can interact.. as can thieves.

Maybe Guards can write tickets to civilians running around after curfew.